Does Leech Seed decrease the infected Pokémon's health if the opponent's side has no recipient for the healing effect? I am asking this because my seeded paralyzed guts Roobushin @ leftovers did not lose any health due to Leech Seed the turns that it knocked out an opposing Pokémon, and I was wondering if this is part of Leech Seed's effect or a PO glitch. Bulbapedia says that this is no glitch, but Smogon's description of Leech Seed makes no mention of this mechanic. I would like for this to be cleared up. Thanks!

Does Leech Seed decrease the infected Pokémon's health if the opponent's side has no recipient for the healing effect? I am asking this because my seeded paralyzed guts Roobushin @ leftovers did not lose any health due to Leech Seed the turns that it knocked out an opposing Pokémon, and I was wondering if this is part of Leech Seed's effect or a PO glitch. Bulbapedia says that this is no glitch, but Smogon's description of Leech Seed makes no mention of this mechanic. I would like for this to be cleared up. Thanks!

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This has been in every 4th and 5th gen game I think. To answer your question, yes, if there is no recipient, leech seed will not take any health. This was a change that occurred in the newer games (as in, for example, 3rd gen, you would switch when a pokemon fainted, not at the turn's end; in DP and on, you switch at the turn's end and thus go after leech seed).

I was thinking for a bit and I thought of an interesting question: When a pokemon uses surf in a double battle, is holding the water jewel, and hits both pokemon on the opposite field, does the water jewel power up the attack on just the first pokemon hit, or on both?

I heard that if a magic mirror xatu uses thunderwave on another xatu, it will bounce back and forth, amplifying in power until a rift is torn in the fabric of space and time. This will release uber luvdisc from its exile, surely dooming us all.

.... Has anyone confirmed this? Or will MM only work once each, paralyzing the original target?

Not when I tested it. I might have made mistakes testing it though, might as well retest it.

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Serebii suggests otherwise, and although Serebii isn't always right, it's unlikely that it reported two moves which don't exist at all. There may be a catch or something.http://www.serebii.net/blackwhite/attacks.shtml
See "Freeze Bolt" and Cold Flare".

Unreleased Dream World Abilities (low priority)
Can Inconsistent attempt to raise or lower a stat at +6 or -6, respectively, and fail, or will it never attempt to do that?

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After about 45 minutes to an hour of analyzing Inconsistent while keeping a running log of all the stats while fighting wild Pokémon, I have come to the conclusion that when a stat reaches +6 or -6, Inconsistent will simply not pick that stat to raise or lower respectively. Furthermore, when a particular stat is at +5 or -5, it will only go up by +1 or -1, not +2 or -2.

After about 45 minutes to an hour of analyzing Inconsistent while keeping a running log of all the stats while fighting wild Pokémon, I have come to the conclusion that when a stat reaches +6 or -6, Inconsistent will simply not pick that stat to raise or lower respectively. Furthermore, when a particular stat is at +5 or -5, it will only go up by +1 or -1, not +2 or -2.

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So Inconsistent doesn't affect stats that are already minimised/maximised? If you have -6, is it impossible for that stat to be increased again?

Also, your wording on the last part is a bit ambiguous. Inconsistent raises a stat by 2 stages and lowers a stat by 1 stage; if a stat is at -5 and gets increased, would it go to -4 or -3?

So Inconsistent doesn't affect stats that are already minimised/maximised? If you have -6, is it impossible for that stat to be increased again?

Also, your wording on the last part is a bit ambiguous. Inconsistent raises a stat by 2 stages and lowers a stat by 1 stage; if a stat is at -5 and gets increased, would it go to -4 or -3?

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Not at all.

In that case you explained, it is impossible for that stat at -6 to be decreased to a theoretical -7. Just like I had no stats at +6 that were increasing to a theoretical +8. However stats at -6 can still be raised +2 to be at -4. While testing, I had stats at +6 and they were decreased down to -5 again.

In that case you explained, it is impossible for that stat at -6 to be decreased to a theoretical -7. Just like I had no stats at +6 that were increasing to a theoretical +8. However stats at -6 can still be raised +2 to be at -4. While testing, I had stats at +6 and they were decreased down to -5 again.

It would be raised to -3. -5+2 = -3.

I hope I made some more sense.

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Ah, I understand. Well, I'll get coyotte to fix PO's implementation.

EDIT: Can anyone check if Starf Berry works similarly (and whether that too can boost evasiveness, or just the 5 visible stats)?

I did some preliminary testing of Friend Card, and here's what I found.

In double battles,

Reduces damage dealt to teammate by approximately 3/4. Need to test the exact percentage, but it got pretty close to this every time.
Does not reduce damage dealt to the pokemon with friend guard.
Does not seem to block status.
Does not reduce recoil or sandstorm.

I think it only reduces direct damage dealt to a teammate. Still need to test.